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Background
Gord grew up a shepherd's brat in Thaemor, from conservative, stolid parents who kept their place. Gord, just as he grew into his nickname, became immensely tough, straightforward and honest mouthed. Which made him increasingly uncomfortable at remaining home, especially because he felt obliged to call things by their right names - and the King as a lunatic.

Of course, in a country where people referred to handle their business quietly about it, this was not a good thing. Eventually, Gord took a job 'guarding' a local trader's caravan out of the nation. It was the subtle way of being sent away before he got into trouble. Since then, Gord has worked for many employers, getting the job done, working and playing hard.

Special AbilitiesCombat Prowess: You add +1 damage to melee attacks. [Enabler]
Cypher Use: You can bear two cyphers at a time.Healthy: Add 1 to the points you regain when you make a recovery roll.Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed Effort cost for wearing armor by 2. [Enabler]Weapons: You can use any weapon without penalty. [Enabler]

Instant Shelter
Level: 5
Usable: Handheld device
Effect: With the addition of water and air, the small device expands into a simple one-room structure with a door and a transparent window. The structure is 10 feet by 10 feet by 20 feet (3 m by 3 m by 6.1 m). It is made from a form of shapestone and is permanent and immobile once created.
Lightning Wall Projector
Level: 3
Usable: Complex device
Effect: Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9.1 m by 9.1 m by 0.3 m) that inflicts damage equal to the cypher level on anything that passes through it. The wall conforms to the space available. It lasts for ten minutes.
SYNTH ROD
Changes color based on who’s holding it (always the same color for the same people) (Dull red when Gord holds it)

Fighting MovesBash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. [Action]Muscles of Iron (2 Might points): For the next ten minutes, all Might-based actions other than attack rolls that you attempt have their difficulty reduced by one step. [Enabler]Mighty Blow (2 Might points): You strike two foes with a single blow. Make separate attack rolls for each foe, but both attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both of these attacks. [Action]

Performs Feats of Strength
Tier 1: [Athlete and Strong bonuses included in stats above].
Tier 2: Feat of Strength (1 Might point). The difficulty of any task that depends on brute force—such as smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon—is decreased by one step. [Enabler]

Appearance: Due to exploring strange and weird ruins in the Beyond and further and being exposed to various substances, radiations and energy, and a variety of numenera, Firanis' appearance has changed many times over the last decade. She has been male, female, mutant and not always human or biological. She has been exposed to Ever Changing Mists, suffered the side-effects of a charlatan's Rejuvenator device, and been affected by two Mystery Boxes (she just can't resist pushing the red button).

Firanis' last major transformation happened about half a year ago when she found what she believed was the Fountain ofnahiÃ“ge high up in a cave in the Black Raige. Stepping into the circular field of rippling, prismatic light that fell from the ceiling of the rough-hewn chamber, Firanis found her body completely restructured. She lost her bulky, lumbering, spikey-scaled form she had been wearing for almost two years and now wears one much more to her liking.

Once more female, she was petite, no more than five feet tall with the svelte, sleekly toned - if still curvaceous - figure of a professional dancer. She has delicate, pointed ears, very fine, sculpted, yet mobile facial features, large, entrancing eyes of glittering amethyst with a thin inner ring of gold, and straight, pearly teeth with slightly pronounced upper and lower canines. She has a smooth and silky ivory complexion and keeps her magenta hair shorn short. She appears to be an extremely beautiful girl-woman in mid-adolescence, perhaps sixteen or seventeen, as though she has worn half a dozen Beauty Mask cyphers.

Unknown or visitant writing or numerals marks her left cheek. In fact, other than hair style and colour, the colour of her eyes, and the marking on her check, Firanis later realized she had the exact same appearance as the nine other young women in a tiny village in the foothills of the the Black Raige Mountains, the ones who had given her the lead on finding the Fountain ofnahiÃ“ge.

Unfortunately, later testing proved she wasn't actually eternally young, nor had her lifespan been extended to any notable degree, the transformation had been superficial only. At least she had a possible means of ridding herself of future harmful or disgusting mutations or physical alterations. About two months ago, Firanis took a defective Growth Serum, causing her to grow more than a foot taller - a very painful process where she grew half an inch an hour for a full day - mostly in the length of her limbs, granting her a set of unusual, fantastically long, shapely, and toned legs she is particularly proud of.

Thanks to long training with Camilia and the Cosmicologists and innate ability, Firanis moves with a remarkably fluid and precise grace. She prefers snug clothing and armor for ease of movement, preferably of muted and/or dark colours.

Personality: Firanis is insatiably curious and struck by an intense streak of wanderlust. Very interested in numenera, Firanis is very driven to find some means of eternal youth or extending her lifespan indefinitely - without resorting to turning herself into an automaton or disembodied intelligence - so she can explore and experience everything life has to offer. She's also fond of fishing.

Vivacious and spritely, always moving, she wears her emotions clearly on her face, making it hard for her to lie, but is quite stubborn and self-reliant, rendering her reluctant to offer or accept help whenever possible. Chafes at any sort of confinement, she is also a Cosmicologist, finding a connection with The Ninth World through flowing movement.

Background (A Cobbled Jumble): Firanis was born and raised in the small Aldeia of Broley, in the foothills of the Black Raige and bordered by the Ba-Adenu forest, at the headwaters of the Welbyway. Her mother, Holeona Phlux, was the local Aeon Priest and a powerful Nano, who developed living Greenwood, which most of buildings in Broley were made of.

Firanis never knew who her father was, though many rumours surrounded his identity, from being a mysterious traveler from a prior Age, to actually being another woman, to Firanis not actually having a father at all and was fashioned by Holeona herself. When Firanis was old enough to ask about her father, Holeona always sidestepped the question with an enigmatic twist of her lips.

Holeona tried to train her child to follow her steps as an Aeon Priest and Nano, but though she had a deep interest in the Numenera, Firanis was never quite able to learn the Scan esotery, despite how much she wanted to learn it, to be able to see more of the world than what most could. Further, she chafed at the pure academic study, always wanting to move and learn about the world and numenera through exploration. Recognizing her child's interests and predilections, Holeona prevailed upon her good friend Camila Beyett to teach and train Firanis the physical arts of the Cosmicologists. Firanis found much of the philosophy to her liking.

Firanis spent most of her youth helping her mother with the numenera, climbing the hills and trees surrounding her village, testing the bounds of how far she could explore on her own, dancing and seeking unity with the self and the world around her with Camila and the Cosmicologists, and fishing in the Welbyway. If her childhood wasn't exactly ideal - little was certain in the Ninth World and even less so in the Beyond - it was for the most part pleasant and enjoyable.

Her youth ended when she was fourteen, with news the Dark Fathom Entropy Zero was rampaging South along the Black Raige Mountains and was heading straight for Broley. Many wanted to abandon the village, but most didn't want to lose all they had built in the Beyond. Holeona herself went to confront the Dark Fathom, at first to make a deal to ask it to go elsewhere, but when it proved unwilling, she challenged it directly.

About a third of the village was destroyed and Holeona lost her life, but the threat of Entropy Zero was ended, permanently, for Broley and the rest of the Ninth World. Firanis grieved the lost of her mother and took much comfort in Camila's obvious caring, but with her major tie to Broley ended, the rest of the Ninth World beckoned. Firanis helped rebuild, but less than a year later, she was on the road, traveling with a caravan through the Garl Nave pass through the Black Raige.

A decade later, Firanis is still thrilled with discovering the Weird, the Wonders, and even the Horrors of the Ninth World. There is so much to see and experience, a hundred lifetimes to merely scratch the surface. Well aware of that, Firanis is driven to find some means of eternal youth, so she has the time to explore and experience all the Ninth World (and beyond) has to offer. With her Cosmicologist leanings, Firanis would prefer some means that wouldn't require her to become an disembodied intelligence or automaton, as flesh and blood and flowing movement are a big part of experiencing life for her and finding a sense of Unity with the world at large.

Most of Firanis explorations have taken her up and down the Black Raige Mountains and the neighboring areas, mostly on the Beyond side, though she has made forays into the Pytharon Empire and Navarene. In the Beyond, she has traveled from Seshar in the South to the Caecilian Jungle in the North. She has visited the Beanstalk and dreams of ascending it, and would love to study at the universities of Hayrest or find the way into the University of Doors, as well as someday travel beyond the Clock of Kala to see what she could learn about numenera and extended life with the Augurs, but she hasn't gone that way yet.

She returns to Broley at sporadic intervals, often having to reintroduce herself to Camila since through luck - good or bad - her appearance has often changed, sometimes drastically, but rarely stays for longer than a week. There is just too much to see, more numenera to be found and tinkered with. Though self-reliant almost to a fault and relatively solitary, Firanis can rarely pass a community in need, if she thinks she can do something to help them that isn't clearly suicidal, thanks to the example set by her mother.

MutationsBeneficialFlawless Beauty (reskin of Suggestive Voice - Growth Serum) - Your beauty is so perfectly sculpted and symmetrical that it is an asset in all interaction tasks.CosmeticMagenta Hair (Inherent)Purple Eyes (Inherent)Pointed Ears (Fountain ofnahiÃ“ge)Distinctive:Extra Long Legs (Growth Serum) - Your legs are extra long. You have a long stride, and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the beneficial mutations table. Enabler.

Jack Powers, Abilities, and SkillsCypher Use: 2Jack of All Trades: You have an Edge of 1 for one stat of your choice: Might, Speed, or Intellect. You have an Edge of 0 for the other two stats - Intellect Edge 1.Weapons: You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered.Skills (Tier 1): Choose one skill (other than attacks or defense) in which you aren’t already trained. You are trained in this skill - Understanding Numenera.Wright Skills (Replaces Flex Skill): You are trained in crafting numenera. In addition, you are trained in a crafting skill in which you are not already trained. Choose one of the following: salvaging numenera, understanding numenera, engineering, woodcrafting, armoring, weaponsmithing, or another crafting skill of your choice - Crafting Numenera, Salvaging Numenera. Enabler.Skills (Tier 2): You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in - Stealth.

Tricks of the TradeDecipher (1 Intellect point): If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code). On a success, you get the gist of what the writing says. Action to initiate.Extra Edge: You have a Might Edge of 1 and a Speed Edge of 1.Fleet of Foot (1+ Speed points): You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler.Sabotage: You are particularly good at bypassing locks and dismantling devices. You are trained in lockpicking, salvaging numenera, and any task that involves sabotaging an object. EnablerSkilled With Defense: Speed DefenseTrained in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed Effort cost for wearing armor by 1. Enabler.

Graceful Descriptor Powers, Abilites, and SkillsAgile: +2 to your Speed Pool.Skill: You’re trained in all tasks involving balance and movement (including climbing, jumping, running, and swimming).Skill: You’re trained in all tasks involving physical performing arts.Skill: You’re trained in all Speed defense tasks.Wears Her Heart on Her Sleeve: You have an inability with Deception

Explores Dark Places Powers, Abilities, and SkillsTier 1- Superb Explorer: You are trained in searching, listening, climbing, balancing, and jumping tasks. Enabler.Tier 2 - Superb Infiltrator: You are trained in lockpicking and tinkering with devices in an effort to make them work, or at least work for you. Enabler.Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it were extremely dim. Enabler.

InabilitiesDeceptionSelf-Reliant (It takes two people to use the Helping Action on Firanis to have any benefit and when using the Helping or Complementary Actions herself, Firanis at most provides a +1 bonus to the roll)

Detonation (Singularity)Level: 10Usable: ceramic sphere (thrown, short range)Effect: Explodes and creates a momentary singularity that tears at the fabric of the universe. Inflicts 20 points of damage to all within short range, drawing them (or their remains) together to immediate range (if possible). Player characters in the radius move one step down the damage track if they fail a Mightdefense roll.

Artifacts

The Time-Maker: A small, filigreed pocket watch worn as a pendant. (+1 action/level of effort [Might or Speed] applied. Enabler)

Oddities

- A large cube about four inches by four inches. The cube is transparent with a swirling galaxy inside of it. Along the edge of the cube are several little bumps. Pressing the bumps will cause the galaxy to zoom in or out. It can zoom out to show infinite gaxaies or in to show the solar system and all the way in to show earth and where you are (at its highest in zoom it will show a 3d image of you holding the cube). You may or may not understand what it is showing you beyond your self.

Connection: People my character has never seen before sometimes recognize me and claim to have met me. I don't know why. Their
description of my actions ranges from glowing praise to bitter recriminations. I cannot remember having done any of it though.

Description:
Sigil is a relatively small, slight young woman with pale skin, white hair and large yellow eyes. She carries relatively little in the way of equipment, and dresses in a hodgepodge of styles and garments that appears selected piece by piece and largely at random.

Personality:
She is quiet, unobtrusive, and often seems uninterested in what's going on around her, though this apparent lack of interest doesn't translate into lack of awareness. Not given to extended conversations, Sigil tends to answer direct questions as briefly as is necessary to give a full answer, and rarely bothers with return questions or additional context unless prompted. The exception is when the subject is numenera, of which she has a deep and abiding interest in. A new, unfamiliar piece of numenera will often earn random strangers a barrage of questions about its function, origin, side effects, and other far stranger questions.

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Tessereah is a pint-sized powerhouse dressed in robes made of multi-segmented turquoise cloth etched with brass angular circuitry, easily recognizable as very, very old-fashioned. When it comes into contact with sunlight a faint shimmer travels across it. Her hair is a waterfall of unruly brass locks beneath which stand two expressive eyebrows. Her eyes have a series of distinct limbal rings of brass and gold, which sometimes make people assume she has some sort of minor mutation. Her general expression is that of a scowl, although this is caused by her being slightly nearsighted, not because of any inherent crankiness. Her skin is the color of caramel, with an I/O symbol marked on her forehead in brass, as well as a number of etched lines of brass calligraphy angling their way across the flesh of her back, merging at a decorated hexagon on the back of each hand.

Background (Mechanical Indoctrination)

She's not forthcoming about where she came from, wandering on foot through the lands as she goes. Fact is that she has a communion with machines that borders on the heretical, and those who spy the back of her neck might spot a number of entry ports and chemical jacks in their retracted positions, connected to the brass angular calligraphy on her skin. She has had a long history dealing with machines, following commands and maneuvering through cramped corridors at Nessakiya, which made her more adept at ruin-diving than most people give her credit for.

Personality

Tessereah is typified by her confidence - nothing is impossible, anything can be done, if you want something - go and get it. She treats machines like people - granted, sometimes dangerous and unpredictable people. She's never failed before, which gives her the confidence to tackle any adventure ahead of her. But with great confidence comes a fragile ego, so a big failure will break through her veneer of swagger. For most of her life, she was needed. Things needed healing, fixing, building. Now there is a silence, and without a challenge or a problem to tackle, the walls close in on her.

But she reckons others will want her around. After all, how many people will you find who can fix your device, patch up your wounds AND is a passable cook?

Confident Outlook: Sometimes confidence counts as much as or more than competence. When you set your mind to it, you are trained in one task for ten minutes, as long as that task is not an attack or a defense. You can do this once per rest (the ability is renewed each time you make a recovery roll).

Failure has its Consequences: Sometimes confidence leads to overconfidence and a stark realization of failure. You trigger a GM intrusion on a d20 roll of 1 or 2.

Wright

Community Builder: While you are present within the community, and actively and personally working on behalf of that community, +3 is added to the community’s infrastructure. Enabler.

Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you can create a cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower than normal (minimum 1). It’s also temperamental and fragile. These are called temperamental cyphers. If you give it to anyone else to use, it falls apart immediately, useless. Action to initiate, one hour to complete.

Right Tool for the Job (1 Intellect point +iotum): If you have at least 1 unit of iotum, you can fashion a temporary device that provides an asset to one physical, noncombat task, identified ahead of time. For example, if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a cell, you can tune iotum in your possession to serve as a lockpick; if you need to create a small distraction, you could trigger an iotum to make a loud bang and flash; and so on. Once fashioned, the adapted iotum lasts for about a minute or until used for the intended purpose. This use destroys the iotum. Action to prepare the iotum; action to initiate.

Trigger Iotum Ray (1 Intellect point or iotum):If you have at least 1 unit of iotum, you can trigger it to release a short range ray of force that inflicts 3 points of damage. This does not destroy the iotum. Alternatively, you can choose to have this destroy the iotum, in which case there is no Intellect cost.

Scramble Machine (2 Intellect points): You render one machine within short range unable to function for one round. Alternatively, you can hinder any action by the machine (or by someone attempting to use the machine) for one minute. Action.

Trained in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed Effort cost for wearing armor by 1. If you choose this as one of your starting inspired techniques, you start the game with armor of your choice (Micromesh, 2 armor, Special). Enabler

Distant Activation (1 Intellect): You can activate or deactivate any machine you can see within short range, even if normally you would have to touch or manually operate the device. To use this ability, you must understand the function of the machine, it must be your size or smaller, and it can’t be connected to another intelligence (or be intelligent itself). Action.

Coaxing Power (Tier 2, 2 Intellect): You boost the power or function of a machine so that it operates at 1 level higher than normal for one hour. Action to initiate.

Charm Machine (Tier 2, 2 Intellect): You convince an unintelligent machine to “like” you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won’t explode. Action to initiate.

Equipment: Very Old-fashioned Clothing, Sturdy electrician's knife, explorer's pack repurposed as a tinker's pack, heavily thumbed book on crafting, box of outlandish crafting tools, bag of small tools with fine script on it, Micromesh Armor (armor 2, special) with hidden pockets and a carry-all harness, 5 shins. She used to have a first aid kit, but its contents have been used up since she started traveling.

Languages: Shin-talk and The Truth, which she speaks with a heavy accent. She also speaks machine language, expressed as operand commands or binary.

Cyphers

Gravity Changer (Level: 4), Usable: Metal plates
Effect: Once placed, the plates change the direction of gravity within an area up to a short distance in diameter. The gravitic warp could be continuous across the affected area, or it could bend and curve, changing directions within the area up to a number of times equal to the level of the cypher. Once gravity is warped, it cannot be changed and persists for 28 hours.

Instant Shelter (Level: 5), Usable: Handheld device
Effect: With the addition of water and air, the small device expands into a simple one-room structure with a door and a transparent window. The structure is 10 feet by 10 feet by 20 feet (3 m by 3 m by 6.1 m). It is made from a form of shapestone and is permanent and immobile once created.

Instant Item (Level 4), Wearable: Bulky amulet
Effect: This cypher has a two-stage activation. The first stage occurs when the wearer keys an object that they can hold in one hand to the cypher. The object falls into a subspace pocket and remains indefinitely or until a user activates the cypher a second (and final) time, immediately retrieving the stored item.